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Star Fox Adventures: Difference between revisions
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(Template:Problems bug fix) |
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{{testing/entry|revision=4.0-8417|OS=Windows 7|CPU=Intel Core i7-4790 @ 4GHz|GPU=NVIDIA GeForce GTX 760|result=Tested at 1080p @ 60FPS (3x Native) with 4xSSAA at Main Menu/Thorntail Hollow. Set '''EFB to Texture''' (checked). Gameplay is workable, with a few stutters to ~90-95% emulation speed. Chugs a bit more when there are many particles on the screen. Shadows flicker a lot in my setting which leaves much to be desired, YMMV. Cutscenes have polarizing results- some portions emulate at virtually perfect speed, while 30 seconds later it may drop to < 50% emulation speed. 2xSSAA produces similar results, but gameplay and cutscenes are a more consistent in regards to emulation speed. FIFO overflows occurs randomly during cutscenes; remember to save often.|tester=Lessigen}} | {{testing/entry|revision=4.0-8417|OS=Windows 7|CPU=Intel Core i7-4790 @ 4GHz|GPU=NVIDIA GeForce GTX 760|result=Tested at 1080p @ 60FPS (3x Native) with 4xSSAA at Main Menu/Thorntail Hollow. Set '''EFB to Texture''' (checked). Gameplay is workable, with a few stutters to ~90-95% emulation speed. Chugs a bit more when there are many particles on the screen. Shadows flicker a lot in my setting which leaves much to be desired, YMMV. Cutscenes have polarizing results- some portions emulate at virtually perfect speed, while 30 seconds later it may drop to < 50% emulation speed. 2xSSAA produces similar results, but gameplay and cutscenes are a more consistent in regards to emulation speed. FIFO overflows occurs randomly during cutscenes; remember to save often.|tester=Lessigen}} | ||
{{testing/entry|revision=4.0-9198|OS=Windows 8.1|CPU=Intel Core i3-4160 @ 3.6GHz|GPU=AMD Radeon R9-270X|result=Tested with Direct3D 11 backend, V-Sync on, 2x native resolution, 4x MSAA anti-aliasing, 4x anisotropic filtering, Scaled EFB Copy, Per-Pixel lighting, Ignore format changes, EFB Copied to Texture Only, Texture cache accuracy set to the middle, Fast Depth Calculation, Progressive Scan and Borderless Fullscreen. Gets a near-steady 55-60fps with a few stuttering. Cut-scenes work fine. Both Direct3D 11 and OpenGL have flickering shadows, but OpenGL only gets 20-40 fps, so use Direct3D instead.|tester=sl1fka}} | {{testing/entry|revision=4.0-9198|OS=Windows 8.1|CPU=Intel Core i3-4160 @ 3.6GHz|GPU=AMD Radeon R9-270X|result=Tested with Direct3D 11 backend, V-Sync on, 2x native resolution, 4x MSAA anti-aliasing, 4x anisotropic filtering, Scaled EFB Copy, Per-Pixel lighting, Ignore format changes, EFB Copied to Texture Only, Texture cache accuracy set to the middle, Fast Depth Calculation, Progressive Scan and Borderless Fullscreen. Gets a near-steady 55-60fps with a few stuttering. Cut-scenes work fine. Both Direct3D 11 and OpenGL have flickering shadows, but OpenGL only gets 20-40 fps, so use Direct3D instead.|tester=sl1fka}} | ||
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core 2 Quad Q6600 @ 2.4GHz|GPU=NVIDIA GeForce GTX 550 Ti|result=Tested with mostly default settings at 1280x720. Running perfect at 60 FPS during the Krystal intro, lags a lot during cutscenes and where grass and high detailed models (with fur) are shown. Emulation speed goes down to 60% in these cases. Underclocking the CPU down to 30% reduces the frame rate to 20~30 FPS, but emulation speed maintains a steady 100%.|tester=}} | |||
{{testing/end}} | {{testing/end}} | ||